Difference between revisions of "Morturi: Elves"

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* '''Dragonshimmer arrow'''
 
* '''Dragonshimmer arrow'''
 
''Fae Magic.'' For this turn only, in place of making an Archery attack the Glade Archer can fire a Dragonshimmer arrow into the air, summoning draconic illusions to entertain the crowd. If he does so roll a D6. On a roll of 6+ his school immediately gains +1 point of Crowd's Favour.  
 
''Fae Magic.'' For this turn only, in place of making an Archery attack the Glade Archer can fire a Dragonshimmer arrow into the air, summoning draconic illusions to entertain the crowd. If he does so roll a D6. On a roll of 6+ his school immediately gains +1 point of Crowd's Favour.  
* '''Elvish Mobility'''
+
* '''Fae Mastery'''
Once per turn, at any time during this Elf's turn, move 1 square for free.
+
The elf can use TWO Fae Magic tricks per turn instead of one.
 
* '''Ghost arrow'''
 
* '''Ghost arrow'''
 
''Fae Magic.'' For this turn only, any Archery attack the Glade Archer ignore the normal Line of Sight rules, and can be made without Line of Sight.
 
''Fae Magic.'' For this turn only, any Archery attack the Glade Archer ignore the normal Line of Sight rules, and can be made without Line of Sight.
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This Gladiator receives a +1 bonus to the dice roll on Survival checks.
 
This Gladiator receives a +1 bonus to the dice roll on Survival checks.
 
<br><br>
 
<br><br>
 +
=Sword Dancer=
 +
 +
* '''Class:''' Light
 +
* '''Move:''' 6
 +
* '''Attack:''' Paired Elvish Light Blades - Roll 2+ to deal 2 damage.
 +
* '''Life Points:''' 6
 +
 +
===Sword Dancer Special Rules===
 +
 +
'''Dance of Blades''' - The Sword Dancer always rolls 2D6 to attack, and picks one of the dice to use as his attack roll. The other dice is set aside and has no effect.
  
 +
'''Fae Magic''' - Several of the tricks below have the ''Fae Magic'' tag. The Elf may only use ONE of these in any single turn.
 +
 +
===Sword Dancer Tricks===
 +
 +
Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.
 +
 +
* '''Elvish Mobility'''
 +
Once per turn, at any time during this Elve's turn, he may move one square for free.
 +
* '''Fae Mastery'''
 +
The elf can use TWO Fae Magic tricks per turn instead of one.
 +
* '''Pavaise of Execution'''
 +
''Fae Magic.'' For this turn, the Sword Dancer's melee attack is replaced with "roll 6+ to deal 6 damage".
 +
* '''Satyr's Cavort'''
 +
''Fae Magic.'' The Sword Dancer regains 1 Life Point.
 +
* '''Will to Live'''
 +
This Gladiator receives a +1 bonus to the dice roll on Survival checks.
 +
<br><br>
 
[[Category:Morturi|Elves]]
 
[[Category:Morturi|Elves]]

Revision as of 10:25, 19 October 2009

Morturi Te Salutant: Main Page -> Morturi: Factions -> Morturi: Elves

Glade Archer

  • Class: Medium
  • Move: 5
  • Attack: Elvish Blade - Roll 4+ to deal 4 damage. Archery - see below.
  • Life Points: 6

Glade Archer Special Rules

Archery - At the start of his turn the Glade Archer may choose to reduce his Move to 0. If he does so, he gains a ranged attack option for that turn (which may be used instead of his normal melee attack). His ranged attack hits on a 3+ to deal 3 damage, and can be made at a distance of up to 6 squares. He may not use his ranged attack against enemies adjacent to him.

Fae Magic - Several of the tricks below have the Fae Magic tag. The Elf may only use ONE of these in any single turn.

Glade Archer Tricks

Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.

  • Combat Control

Any enemy gladiator moving out of a square adjacent to this gladiator must spend +1 movement point for that square of movement.

  • Dragonshimmer arrow

Fae Magic. For this turn only, in place of making an Archery attack the Glade Archer can fire a Dragonshimmer arrow into the air, summoning draconic illusions to entertain the crowd. If he does so roll a D6. On a roll of 6+ his school immediately gains +1 point of Crowd's Favour.

  • Fae Mastery

The elf can use TWO Fae Magic tricks per turn instead of one.

  • Ghost arrow

Fae Magic. For this turn only, any Archery attack the Glade Archer ignore the normal Line of Sight rules, and can be made without Line of Sight.

  • Starfire arrow

Fae Magic. The damage of the Glade Archer's Archery attack increases by +2 for this turn only.

  • Windrider arrow

Fae Magic. The range of the Glade Archer's Archery attack increases to 12 squares for this turn only.

  • Will to Live

This Gladiator receives a +1 bonus to the dice roll on Survival checks.

Sword Dancer

  • Class: Light
  • Move: 6
  • Attack: Paired Elvish Light Blades - Roll 2+ to deal 2 damage.
  • Life Points: 6

Sword Dancer Special Rules

Dance of Blades - The Sword Dancer always rolls 2D6 to attack, and picks one of the dice to use as his attack roll. The other dice is set aside and has no effect.

Fae Magic - Several of the tricks below have the Fae Magic tag. The Elf may only use ONE of these in any single turn.

Sword Dancer Tricks

Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.

  • Elvish Mobility

Once per turn, at any time during this Elve's turn, he may move one square for free.

  • Fae Mastery

The elf can use TWO Fae Magic tricks per turn instead of one.

  • Pavaise of Execution

Fae Magic. For this turn, the Sword Dancer's melee attack is replaced with "roll 6+ to deal 6 damage".

  • Satyr's Cavort

Fae Magic. The Sword Dancer regains 1 Life Point.

  • Will to Live

This Gladiator receives a +1 bonus to the dice roll on Survival checks.